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Play-Persona: Modeling Player Behaviour in Computer Games

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experiences are evaluated and remembered and <strong>in</strong>fluence the appraisal of future occurrences to<br />

<strong>in</strong>form ensu<strong>in</strong>g behaviour.<br />

Damasio def<strong>in</strong>es emotional processes as sets of rational, bodily, and behavioural responses to the<br />

perception (or memory) of an experience [4].<br />

It is possible to see how, as Sanders correctly po<strong>in</strong>ts out [19], all efforts aimed at engender<strong>in</strong>g<br />

def<strong>in</strong>ed experiences and emotions are doomed to failure s<strong>in</strong>ce experiences and emotional<br />

responses alike are too <strong>in</strong>dividual, subjective and rooted <strong>in</strong> people’s past to be able to scientifically<br />

aim at re-produc<strong>in</strong>g them.<br />

It is necessary then to utilize a design philosophy that takes <strong>in</strong>to account players and allows them a<br />

certa<strong>in</strong> leeway for express<strong>in</strong>g themselves, but without assum<strong>in</strong>g universal emotional responses to<br />

experiences. Such a frame of m<strong>in</strong>d should be accountable for different player’s motivations, goals,<br />

behaviours and belief-systems.<br />

In the doma<strong>in</strong> of user centred design, such a mental tool exists already. Alan Cooper developed a<br />

method called Goal-Directed design [2]. This method makes use of personas - “archetypes that<br />

represent dist<strong>in</strong>ct group<strong>in</strong>gs of behaviours, attitudes, aptitudes, goals, and motivations” [3] - to<br />

help developers understand the end user and to foresee its way of <strong>in</strong>teract<strong>in</strong>g with the product.<br />

2.1 Orig<strong>in</strong> and history of personas<br />

<strong>Persona</strong> is a Lat<strong>in</strong> word and it <strong>in</strong>dicates the mask that actors put on before becom<strong>in</strong>g their<br />

characters, it is a socially agreed convention used to represent certa<strong>in</strong> types. Currently it refers<br />

mostly to “social masks” or roles that all humans have to play on the stage of life [8]. Goffman uses<br />

the term “fronts” to address the different masks that we have to wear accord<strong>in</strong>g to the different<br />

contexts we are presented with. We must act differently <strong>in</strong> different sett<strong>in</strong>gs, as the world is a<br />

stage. It is <strong>in</strong> this sense that Jung listed it as one of the archetypes populat<strong>in</strong>g the human<br />

unconscious.<br />

<strong>Persona</strong>s or fictional identity-constructs have been recognized as fundamental <strong>in</strong> many creative<br />

practices. In literary theory, Iser [9] <strong>in</strong>troduced the term “implied reader” to address the certa<strong>in</strong><br />

“reader that a given literary work requires”. With<strong>in</strong> the frame and the context imposed by the text,<br />

this implied reader makes assumptions, has expectations, def<strong>in</strong>es mean<strong>in</strong>gs that are left unstated<br />

and adds details to characters and sett<strong>in</strong>gs through a "wander<strong>in</strong>g viewpo<strong>in</strong>t". For example, by<br />

Joyce’s own admission, F<strong>in</strong>negan’s Wake should be read by “that ideal reader suffer<strong>in</strong>g from an<br />

ideal <strong>in</strong>somnia”. Eco expanded on the concept <strong>in</strong>troduc<strong>in</strong>g the “model reader” [6] as “the author’s<br />

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